- Vampiric Powers:
- Mind Controlling Eyes: A Vampire can control a regular person with its eyes. Vandes finds this ability distasteful.
- Super Strength, Super Speed, Super Toughness: All vampires have this, in varying levels based on their Age and Power Level. When one becomes a vampire, you can think of Strength to defeat enemies, Defense to outlast and recover from attacks, or Speed to quickly strike. This causes increases and decreases in the formula.
- Super Smoke: Vampires can turn into smoke to evade conventional weapons and even dodge a fatal staking. This ability needs concentration. Vandes is known for being hilariously bad at it.
- Familiars: A Vampire can summon Familiars during battle, or outside battle if they wish to send a message to someone. These can be anything from bats to wolves, ravens, and big cats.
- Healing Factor: The strongest of them can heal from close to anything, except for damage to the heart. Impaired by the presence of Incense or Garlic.
- Vampiric Weaknesses
- Stake or cross like weapons: If a weapon is in the shape of a cross or stake, or if a spell summons one, a vampire can be killed. They cannot super smoke a Spell Created Stake Type Weapon. Especially if its Lightning Persecution, which could kill anyone normally, but to vampires, its especially deadly.
- Garlic: A severe allergy to vampires, as in, its often used as a poison for assassinations.
- Sun Light: Drastically diminishes their abilities, A weapon which uses this can do horrible damage to a vampire. Some, though, are Daywalker Types which can stand sunlight.
- The Infamous Entrance Inquiry: A vampire has to ask before it can enter your house or estate. And no, he cannot just nuke you with his big magic.
- Holy Icons: if something is holy, and used as a weapon or some such, then it can cause heavy damage.
- Incense: burns and irritates their skin, causes some ugly stuff until they leave the area.
- Complete Immunity to all forms of death except for Silver Based Death: They can just heal from damn near anything that isn't silver in some way.
- Six Forms: A human form, a humanoid form, 1/2 human 1/2 wolf, more wolf than human, a wraith-like huge wolf, and then a four tailed wolf beast which is amazingly powerful. (the eldest werewolf in his four tailed form can go toe to toe with Cain.)
- Super Strength, Super Speed: very strong and very fast. These guys can even be stronger than the above vampires. They can also kill them via an old technique.
- Super Smoke: Of a different type than the above. This is purely teleportation, and no action can be taken immediately before teleporting and immediately afterwards. While in this state, they are even more vulnerable to silver.
- Force Palm: A sufficiently trained wolf can hit the air and "strike through the aether", hitting the enemy even from a long while away. Combined with the above, this is very deadly and only taught to the worthy.
- Frigid Night: Some wolves can be An Ice Person, letting them unleash frigid blasts of ice.
- Werewolf Weaknesses:
- Wolfsbane: When rubbed on a weapon, it can cause more damage and be more difficult to heal off.
- Silver: A silver weapon can kill a werewolf very easily. As a result, many of them fear Matthew very much indeed.
- Holy Weapons: these have a similar effect to silver.
- The Black Blade approach, which although rather amoral, has its proponents among Well Intentioned Extremists. A Black Blade's properties usually include enough sheer magical might to cause devastating Sword Beam style blasts with a strong enough strike, sheer brute force enough to shatter most foes' ability to negate the attack, and usually an Anti-Magic ability which can negate an opponent's magical attacks and defenses.
- The Legend Weapon approach. Outside Matthew's Spell Core, there are few ways to obtain a Legend Class weapon. These weapons exceed even the Black Blades at times in terms of sheer destructive power. Most users need to carefully control power output. These weapons have absorbed enough Dormant Mana over the years so as to have power comparable to the old Vesper Cores. Among them, the strongest are: Kladenets, a blade of black plasma of forbidden power, Excalibur, an old, majitek-ish looking sword made to kill Eldritch Abomination's in large numbers and virtually anything else, and Totsuka no Tsurugi, which is made for killing Gods and deals wounds which cannot be repaired.
- The Majitek approach. The most recent and easily accomplished way of creating a sword, by blending technology, magic and some alchemy in there, you can create Majitek Blades. These are typically the weapons the Esper Organization uses, and are in great numbers nowadays. There are some famous Majitek Weapons, which are known for their power.
edited 15th Sep '12 6:48:20 PM by NickTheSwing
edited 24th Oct '11 6:26:52 PM by NickTheSwing
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edited 7th Nov '11 7:50:04 AM by NickTheSwing
- More Info:
- The Blessed Tear: The Blessed Tear is a very, very strange magical anomaly. It is reborn into the physical world when one of two things happen.
- Law=Rune Spaces: Strange barriers formed around areas to keep unwanted individuals out, stating which sorts of individuals are wanted inside of the Space, imposing a magical law upon the area via runes to create such an effect. Some truly drastic effects can be imposed, and as such if a military party is able to set up a sufficiently advantageous Law=Rune Space, and the enemy cannot dispel it, the battle will very quickly end. Magic Users of this type are rare, but are usually very talented besides the Law=Rune Spaces, and are valued people. As a rule, Law=Rune Spaces cannot do what Queen Anathema's did, which was have an effect that would kill Ordinary People outside of the Magical World. Anathema's, though, was created by her magic, called the Heavenly Law, which subverted this rule.
- Witches: A Witch is a certain species of Magic User who is most often female, though some males do exist. These have powers which most often come into being as manipulating the natural forces around them and using natural force to do magic, being capable of using External Mana rather than Internal Mana to do spells. They most often summon Familiars en masse. They are uncommon these days due to persecution. Amongst Witches, the most feared are called the Py'rach, and have abandoned their physical form, using whatever they had the most kinship with as a new physical body. These are, as a rule, One-Man Army's, and act like Eldritch Abomination type things.
- Shapeshifters / Skinwalkers: Are very strange looking monsters in their natural form, and pride themselves on getting bodies that fit their sense of aesthetic. They are very bloodthirsty, and can only survive on human innards. Most of them are crazy due to this diet. They get their bodies by devouring a person. They have a huge Healing Factor, and can only be destroyed by a sufficiently powerful spell like Aura Rave. There are some forbidden artifacts and potions which can grant humans Shapeshifter like powers called Extaziacs. Most of the Shapeshifters are involved in corporations, unsurprisingly enough, and as a rule usually have sociopathic traits.
edited 12th May '12 12:41:08 PM by NickTheSwing
- Reincarnation Realization: If a character in New Dawn is a reincarnation of someone, and received a large enough amount of Soul Mana through the reincarnation, then if said person was famous and had a certain amount of magic or myth about them, then said character can obtain a certain measure of traits from who he / she is reincarnated from and mythical magical traits associated with said person. This is a strong form of Magic that affords its user vast stores of Internal Mana.
- Chimera: A type of monster that has appeared several times in both New Dawn and several derived forum RP's on this site, a Chimera is a magical lifeform made of at least three others fused together by one of two spells. The first, Dark Merging, unless done well, usually results in a mindless monster - and when defeated, the individual "parts" expire. The more dangerous and Mana-Intensive Dark Combination results in a much more intelligent monster, the dominant mind being whoever inside the being is the "strongest" component piece. In this case, when beaten, the individual pieces are left simply incredibly drained.
- Creating a Chimera is a very serious crime in the magical world, and is usually made by individuals who work left of the law. These creatures are incredibly powerful, and have a natural disposition toward Dark Element Spells.
- Artificial Humans: Despite the thought on clones in the modern day, in the magical world, there are many ways of creating artificial humans, some legal...some most definitely not. The most common is a simple conjuring that creates a homunculus or simulacrum, its will is its creator's will. It has no thoughts of its own. A much more dangerous technique is the method used by users of certain sects of Druidic Magic, taking a certain spirit and putting it within an automaton-like being. The danger here being that these beings are by their very nature inhuman, and cannot fathom human customs or thought. And the most dangerous and incredibly illegal is called the Mandrake Method. This calls for the plant, a large amount of the user's blood, and a construct called a "Dead-Heart", which is made using Demonic Magic. This results in a mostly human being...except for one thing. Should anyone pry into this being's origin, or certain sensitive information, they go into a robotic state. The Mandrakes are not human. They look like humans, but they are often confused by emotions, and cannot feel pain.
- Regional Magic Types:
- Kabbalah-Derived / "Holy" Magic: Calls upon representations of heavenly beings based on the Sefirot to battle, usually, though, this takes a long time. Most often, these Magicians imbue certain traits of the heavenly into themselves. As an analogy, think the God's Right Seat from A Certain Magical Index, but toned down a fair bit, and with much more variety present. The current head of this branch is Michael Skye, a teenage boy and the grandson of the prior head, known for being incredibly gifted for his age. He can create a flaming sword to obliterate enemies and enemies alone.
- Druidic Magic: Calls upon the forces of the earth, usually entailing a Beast Master type skill set, or having a Green Thumb, in the most powerful cases involving drawing out incredible power from the earth and internalizing it or shooting it at foes. They have very good anti-poison spells, largely done to combat Ein Woe's predecessor, Aiberle Graves. The current head of this branch is Antoine Reyva, a strange man who has a connection to a world outside our own.
- Shinto-Derived Magic: Basically the Onmyodo-type magic, used to drive out evil from an individual, or inflict heavy damage upon an evil thing. Currently not in good order due to all the activity going on in Japan. Current head is Terumi Shin'ei, "The Sword That Will Not Fail". Terumi is known for being incredibly hard to find, and that simply being close to him tends to destroy lesser evil spirits. This skill set employs mostly barriers and energy blasts of a sort.
- Demonic Magic: Brought out of the realm most mortals call Hell, this is a strange form of magic. Mostly derived from classic demonic abilities, including "to corrupt, to infect, to destroy", and numerous others, this dark school is not exactly all evil. Certain demons have joined Phantom Claw, though the "goodness" of that group is up for debate. There is no head of this group, though there is a ranking system according to Feudalistic Aristocratic Rankings of who is the strongest. Currently, there is no clear answer.
- Offering Derived / "Aztec" Magic: The second name for this school is only street style short hand for this dangerous school. Using chiefly Cast from Hit Points style spells, this school usually teaches its students to cherish victory and life, as most people involved in this one do not last longer than thirty years tops. The current head is a youth named Gregory Nilhain, one of the most capable individuals in this order. They have a history of front line combat, and were on the front during the Mage - Vampire Wars.
- Telekinesis: Simply moving things. A greater amount of energy is required to move living things, usually, so much so that it becomes impractical. Greater beings, though, do not have this restriction, and can freely move anything around them by will alone. Telekinesis is heavily involved in German Style Alchemic Magic, usually used to array materials in the proper alignment to "shift" them and get the proper alchemic reaction.
- Warping the Aether: This is a vastly more dangerous version of the above, and is mostly used in combat, and has very few peace time applications. Using this type is considered heavily morally questionable, and its currently being voted on whether or not to ban it. Warping the Aether lets one reach out with Internal Mana acting on the Mind's "vision". One can warp, distort, slash, crush and degrade with this type of Psychic Powers. The main issue with it is that this type directly warps the space which is targeted, causing permanent structural degradation and a Wound That Will Not Heal, outside of a more Fey type of healing magic.
- Heaven Law: Mostly used by manifestations of a divine willpower, this type of Psychic Powers bends the "laws" of the world, and its inhabitants and structures, being able to take control of structures and individuals on a much more powerful level than either of the above. Heaven Law is difficult, borderline impossible for anyone to achieve, due to its nature being anathematic to human understanding. There have been a few people who've accomplished it, namely, a few of the Ten'ou.
- Elvish Race: They are a rather more isolationist people, ever since the middle ages. The Elves are actually a Proud Warrior Race Guy group, deeply enjoying swordsmanship and magic tournaments, and before the event that led to their isolationist party becoming dominant, they would fight to the death for the sake of national friends, even individuals. They are largely led by the Council of Sixteen, a group of elite Magi who are chosen by the people in terms of their magical might. While there is a King, he has less power than you'd think, and due to him lacking his Ancestral Spell called World's Law, he is regarded by some more right wing Elves as not being a true King of their people. Currently, they are sending out students to Magic Side Schools to try to rejoin the world, and have about early 2000's level technology. If you show an Elf an android mobile or iPhone, he will be mystified by the "great magic of the applications inside this phenomenal device." Despite living closely with nature, hunting is in their culture deeply. Its a tradition of theirs to take a twelve year old boy to hunt a "Deep Forest Wyrm of average size." They have very, very advanced Runic Magic, and usually make use of Earth manipulating magic. They have vastly more Internal Mana than humans do, but it needs to be used sparingly. Despite a view by some human mages that the elves are elitists, they are deeply astounded by our world, and admire our societies a lot.
- The Mer Society: A rather secretive society of humanoids who live underwater. Some look like humans, others resemble antropomorphic fish, squids, and even eels. They are usually led by one strong armed leader, having a society with a rather strong fascistic feel to it. They prefer not to be involved in the human world at all, largely considering Man invasive and "ugly". They conceal their underwater cities in small pocket dimensions to avoid the probes and submarines. There has been rumor of an ambitious new dictator who wants to take over the surface world. They mainly use magic that manipulates the water around them, and "magical martial arts" that are likewise based around pressure and controlling water.
- The Beastmen: Despite the traits often associated with the name, the Beastmen are largely not war-like people. Rather, they are close allies of the elves, and often live in human society using illusions and glamors to conceal their appearances. They are a society that deeply enjoys exploration and adventure, and some of the foremost investigators and archaeologists of Ancient Magical Ruins are Beastmen. Just a random note; they mostly have a big red Berserk Button in human society's portrayal of them due to a few bad seeds, and just saying "Masters of the Universe" is enough to make pretty much any Beastman launch into an angry tirade. They also make really good wine.
edited 3rd Feb '13 9:14:59 PM by NickTheSwing
edited 13th Jun '13 4:27:20 PM by NickTheSwing
- Chalk-Drawn Circles: Anyone with Internal Mana can use this; drawing on a minimal amount of Internal Mana to outline an effect and an element in a rune drawn on the ground, for a "trap" effect, or on the walls, to affect residents of the house. For example, there are several types of Healing Runes that can be placed inside rooms to grant a quickened healing rate to those sleeping inside.
- Vampiric Runes, which take something from one person and give it to another. Their chief users are, as you might imagine, vampires. However, they are not the only ones to use these spells. For example, in Book I, Matthew himself uses a Vampiric Rune to siphon sickness out of Presea and send it into himself, wherein his Holy Artifact healed it out of him. These can be very useful for sabotaging a foe.
- Thaumaturgical Circles: Painting a certain invocation around the symbol of an element, this type of circle increases the effect of a spell of the same element while decreasing the effect of a spell that is the opposing element to the spell being cast, at least within the area of effect, which depending upon the skill of the user, is either within the radius of the spell circles, or a large, multi-mile radius.
- Defensive Circles: These circles protect a chosen residence from harmful attacks or outside forces, and shield the denizens within from curses or Geas effects. Usually placed in the four cardinal directions on a home, more complicated and stronger ones require more study into the field. Aleister Crowley, the local "good" Chessmaster opposing Anathema and Seer, utilizes almost twenty trillion of these on his home.
- Offensive Circles: Usually drawn into buildings, these increase a Mage's Firepower offered on an occasion with a small injection of Mana; in doing so, the Mage can shoot a certain projectile based on the Element of the Circle enscribed, and the amount of Mana put in. This Circle is like a Chalk-Drawn, but can usually only fire in a single outward facing area. These can be synchronized to a Mana-Producing Spell Core for continuous bombardment options, so long as the Core keeps functioning.
- Further Spell Circles - Erebus, Penumbra, Pallordia, and Grandis
- Erebus Spell Circles: First seen in the Morimune High School RP, the Erebus Spell Circle is one of a very dark nature, and usually an extremely complicated one. It takes a lot of time, usually, to create these powerful spell circles of a dark nature, and usually they are involved in Dark Element spells of the highest level in the categories of Mass Destruction and the subcategory of the Projectile Category called "Large Blast". They are extremely difficult to learn, and Quickcasting them has a tendency to, unless you have an affinity for these, blow up in your face spectacularly. If these are laying around in the open, it is needless to say that you should not step on them - they function very well as barriers due to the fact that stepping on an Erebus Spell Circle basically results in the spell circle eating some of your life force to replenish the Mana keeping it around.
- Penumbra Spell Circles: A close relative of the Erebus Spell Circle and a relatively recent invention - created by the figure of fear and despair, the Black King, the Penumbra Spell Circle is a much harsher, more close range combat based Spell Circle, and while Erebus primarily deals with ranged attacks, these Spell Circles are usually involved in close quarters magic, which with these, usually takes the form of the Boring, but Practical Shade's Lance spell, which sends a large number of arrow shaped spearhead-like blasts at a single foe. Penumbra Spell Circles are comparatively more basic, but finding anyone willing to or able to teach them is a struggle in and of itself, due to the negative reputation and deeds of the Black King. Over time, this Spell Circle was associated with him and his forces.
- Pallordia Spell Circles: Relatively little is written about them, and are the Light counterpart to the Erebus Spell Circles. Usually used by beings of an angelic nature or those who have taken on an angelic feature or element to themselves or those who are a part of a religious order, Pallordia Spell Circles draw on higher order Sacred and or Celestial Mana, which results in the spells used with these being very, very good at Demon Slaying or just plain dealing damage. A spell used with these types of Circles will often have bizarre effects based on personal beliefs and convictions. A spell used with this will often have a basis in Biblical or Torah based parables or ideas.
- Grandis Spell Circles: Even in comparison to the Pallordia Spell Circles, less is known about these Circles. The only one that appears in New Dawn's first novel or the short stories is a Spell Circle used explicitly called a Grandis Circle that sealed off a Church and destroyed the zombies who had snuck inside to try to attack a wounded Matthew and some nuns. Apparently, these spell circles are involved in defensive magic, but again, they are very poorly understood, but this was not always so.
- Vesper Cores: What is the Big Deal?
- Vesper Cores: As covered, creating one is a very heavily punished crime, of a scale almost at the level of terrorism in western society today. People are really, really scared of Vesper Cores, and after what J-Antonio pulled in New Dawn I with one, who can blame them? But really, what's the big deal? Nebiros' Dragon's Core didn't really seem that much stronger or different than any other Spell Core; it just kind of blotted out the surrounding area and caused a Zombie Apocalypse of sorts. When Necromancers are an accepted group of Mages, this...kind of loses its fright value. The truth is, that guy barely knew what the Core did, or else, if he did, Matthew's finishing blow on him would not have worked. A Vesper Core is fundamentally different from a Spell Core in that while a Spell Core pulls on your Internal Mana along with a small, daily replenishing reserve of its own Mana, a Vesper Core generates massive amounts of Mana in and of itself, creating Reality Warping effects on the surrounding areas based on the Core - that the Mana takes on the effect of warping the surroundings is already a big uh oh. Conventionally, it'd take a whole boatload more Mana to accomplish that, rather than just a casually activated effect. The Vesper Core also allows people to do things that you just cannot do with normal Cores or spellcasting. For example, the Vesper Core "Advance Neural Network", as a normal spell, would've required a hell of a lot of Runes set around the target location. Instead, this Vesper Core allows for the integration of minds together with a "System Administrator" whose desires guide the course of the pooled Mana Supplies. As you can see, a Vesper Core in the wrong hands is a seriously dangerous proposition. In fact, most books inevitably involve some nutbar coming to possess one and playing King of the City with it. Considering one of this overwhelmingly powerful Core's aftereffects is With Great Power Comes Great Insanity...
edited 12th Dec '13 10:10:23 PM by NickTheSwing
- Jersey Devil: Born of a woman who wished her thirteenth child would be a devil, this creature was born, shapeshifted into a horrid form and then murdered its family. Rather oddly intelligent for a Phantasmic Beast of a feral nature, and keen on gorging itself on livestock even when its not hungry. It seems to behave like the dragons mentioned below in some ways. It is one of the first of the Masquerade Breaking creatures, and was effectively contained in Book II. It demonstrated incredible speed, a resistant composure, and a very powerful jaw and claws.
- The Servitors: Better known by their American given moniker "The Greys", The Servitors are worker creatures created by Wolfang Richler for his depraved magical genetics experiments. They primarily try to manipulate familial lines and experiment on people in their Master's directions. Servitors mainly do as their master commands, having little or no will of their own...outside the ones Wolfang personally augmented. These behave more like administrators, and can actually speak English and communicate...though what they say is usually very unpleasant.
- The Death Worm: A cryptid that is actually the larval state of an even more deadly creature kept in fortress-like areas the Esper Organization calls "Containment Cells", the Death Worm devours as much biomaterial as it can before it goes into a deadly pupal state that draws in and absorbs the biomass of anything nearby foolish enough to touch the cocoon. What emerges is called the Death's Head Giga-Moth, a giant, flesh-eating black moth that stuns its victims either with a surge of electricity, or a spore that forces its victims to relive their most horrifying and depressing memories, and then quickly devours them.
- Reptids: If you believe David Icke, these reptilian shapeshifters are working in the highest levels of government. The reality is that they are basically the Psychos For Hire of the Magical World - they have an innate love of bloodshed, they can smell battlefields, and mainly use serrated weaponry, combined with the fact that their scales can No-Sell bullets. Absurdly tough and hard to kill, they resemble grinning alligator monsters.
- Wendigo: A Cannibal Spirit that is extremely common in icy places, they inhabit and alter the bodies of those who partake in cannibalism. Driving them slowly Ax-Crazy, the Spirit never truly takes control, it just guides its human host to more and more cannibalism, speaking to them of justifications and excuses for more of the behaviour. They resemble, at full form, shapeless white masses with a gaping, vertical mouth full of teeth, huge, wicked claws coming from the ends of the arms, and feet with no toes. Usually, they are positively smeared with blood.
- The Dragons: These creatures come in a number of varieties, the Fire Drake is most common in Europe, and has the classical appearance, a large, powerfully built body, bat-like wings, its claws are spears, and its breath...death. Livestock eaters who used to do far worse, The Fire Drake is feared and viewed as a symbol of power unrestrained by morality. The Lightning Wyrm is unpredictable, and resides in cold, eastern lands. Larger and with vestigial wings, its howls are mistaken for thunder claps. While incapable of flight, the Lightning Wyrm tunnels under the earth and hoards anything it deems interesting. The Ice Wurm is longer, has short limbs, larger wings, and a snake like jaw filled with cruel teeth. They reside in southern icy areas, and have a breath that freezes short of anything. Vicious and sadistic, the Ice Wurm often raids north simply for entertainment.